Alchemy
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effect_psynergy.h

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1/// @file
2/// Vale, its home, storm and Babi scenes, Sol Sanctum's eruption and Venus
3/// Lighthouse's aerie: Psynergy shown in a cutscene. One is the villager's in
4/// Vale: "Behold, the power of Psynergy!"
5#include "types.h"
6#include "field_event.h"
7#include "ability_ids.h"
8
9/// Prepares the effect work and spark tiles of Move (ability 140) for the
10/// cutscene's Psynergy.
13}
14
15/// Ends the cutscene's Psynergy and releases its effect work.
Ability numbers, named from the English release.
@ ABILITY_MOVE
Definition ability_ids.h:15
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
void Engine_PsynergyBegin(s32 ability, s32 flags)
void BattleEffect_CleanupSceneObjects(void)
Ends a Psynergy effect: frees the effect slots still in use and, unless another effect is being resol...
Definition setup.c:110
void Scene_EndCutscenePsynergy(void)
Ends the cutscene's Psynergy and releases its effect work.
void Scene_BeginCutscenePsynergy(void)
Prepares the effect work and spark tiles of Move (ability 140) for the cutscene's Psynergy.
The integer types, TRUE, UNUSED and the fixed-address macros.